Dragon #293 "Worldbuilding" contents

Aitch Eye

First Post
Small Gods, by Geoffrey McVey. Using minor or local deities, such as those tied to a particular place, heroes and saints, and ancestral gods. Gives four short examples of each type.

T.V. Structure: Next Week, on an All New Episode of... by Robin D. Laws. Employing the tricks and techniques used to shape a season of episodic TV for modeling a campaign.

Countrycraft: Building a Better World through Dungeoncraft, by Ray Winninger. Starts with "The Seventh Rule of Dungeoncraft" and follows with a set of rules for handling large scale events based on those from Birthright.

Monsters with Class: The Monster Manual isn't just for DMs, by Rich Redman with the R&D staff. Over 356 (apparently) monsters given ECLs.

The Elemental Planetouched: Using Genasi in Your Campaign, by Sean K. Reynolds. Along with more background detail (somewhat focused on Faerun) it includes 6 racial feats.

Campaigning with Class: Customizing Your Campaign with Prestige Classes, by Andy Collins.


Up on a Soapbox "All I Need to Know I Learned from D&D, Lesson #7: Direction Sense," by Gary Gygax. Stairway trick in Castle Greyhawk's dungeons.

Profiles "Craftmaster: The Making of a Dungeoncrafter," by Michael G. Ryan. Ray Winninger profiled.

At the Table/Pullout poster "Cavern Tiles." Eight tiles (two of which divide into smaller sections), with notes for areas that might require a DM ruling.

Elminster's Guide to the Realms "The Missing Minotaur," by Ed Greenwood. Newly built tavern in western Everlund.

Bestiary "Howls of Nature's Wrath," by Eric Cagle. Six elementally-themed wolf creatures (such as the Thunder Wolf, Shard Wolf and Magma Wolf).

Class Acts "The Nightsong Enforcer," by Monte Cook. Part of a criminal guild made up of a wide range of classes; some of this prestige class's special abilities aid in working with a team.


Chainmail "The Free States," by Chris Pramas. Includes D20 stats for the Ogre Mercenary.

Command Points "Spread Out & Conquer," by Rob Heinsoo. Wide deployment strategy for Mordengard, others.

Sage Advice. Oriental Adventures questions.

DM's Toolbox[/b] "Campaign Websites," by Johnn Four. Building your own.


Living Greyhawk Journal

Places of Mystery, by Gary Holian. The ruins of Spinecastle, and Veralos, lost citadel of the Flan.

A Splintered Sun: Onnwal and the Glaives of Azharadian, by Stuart Kerrigan with assistance from the Onnwal Design Team. The Order of the Golden Sun and the "Glaive of Azharadian" prestige class.
 

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Aitch Eye said:
Small Gods, by Geoffrey McVey. Using minor or local deities, such as those tied to a particular place, heroes and saints, and ancestral gods. Gives four short examples of each type.

T.V. Structure: Next Week, on an All New Episode of... by Robin D. Laws. Employing the tricks and techniques used to shape a season of episodic TV for modeling a campaign.

Countrycraft: Building a Better World through Dungeoncraft, by Ray Winninger. Starts with "The Seventh Rule of Dungeoncraft" and follows with a set of rules for handling large scale events based on those from Birthright.

Monsters with Class: The Monster Manual isn't just for DMs, by Rich Redman with the R&D staff. Over 356 (apparently) monsters given ECLs.

The Elemental Planetouched: Using Genasi in Your Campaign, by Sean K. Reynolds. Along with more background detail (somewhat focused on Faerun) it includes 6 racial feats.

Campaigning with Class: Customizing Your Campaign with Prestige Classes, by Andy Collins..

thats a "worldbuildign" issue? bummer...
 




It seems it's going to be one of the best Dragon in the last months!!!

I wonder how the have done the ECL for the monsters and how official they are...
 

Re: Re: Dragon #293 "Worldbuilding" contents

Olive said:


thats a "worldbuildign" issue? bummer...
Here's the thing. A lot of people hate it when an issue is completely devoted to the theme while others love it. Myself I could go either way. As long as the articles are good I don't care too much if they relate to each other or not. This looks like a very good issue in my opinion. I'm espescially looking forward to the Small Gods, Countrycraft and Planetouched articles.
Cheers.
 

Horacio said:

I wonder how the have done the ECL for the monsters and how official they are...
The article mentions they might appear in an upcoming product, and that they'd like feedback on them.

It also contains a wonderful sentence "Assassin vines and various fungi don't make good PCs not only because of their low intelligence, but also because they can't move."

Dryads are discouraged as well, since they have to stay with their tree, but I suppose it might work for a Nero Wolfe type campaign.
 
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Back in the earlier editions where Spirit Folk were somewhat bound to the bamboo grove or river they came from, I proposed that they could over come this limitation with a talisman of some sort which provided their link. The same thing would apply to a Dryad, if one decided to travel far away from their tree.

So if someone really wanted a Dryad PC, just make them have to carry around a talisman. And maybe over time their dependency on it might make them more resistant to the ill of effects of having the link severed, should they ever lose the talisman.

And since I haven't read it yet, what are the most unusual choices for PC monsters on that list?
 

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